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| <nettime> TRANSDANCE REPORT |
''e-phos 01'' TRANSDANCE REPORT
''e-phos 01'' athens' festival of digital culture
''phos'' light in greek
Apologies for cross posting
Here you will find the final report of the Research Lab on body, motion and
technology ''TRANSDANCE'', produced and hosted by festival ''e-phos 2001''
in Athens, 23-31 May 2001.
For more info and photos click www.filmart.gr or
http://huizen.dds.nl/~sdela/transdance/report;
for the ones who are interested enjoy
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"T R A N S D A N C E''
Research Lab on Body, Motion and Technology
Organised and hosted by festival "e-phos 2001''
23-31 May 2001, Athens, Greece
By Scott deLahunta (UK/ NL)
Description:
The TRANSDANCE research laboratory was conceived and organised by
Yiannis Skourogiannis of ALAS as a part of "e-phos 2001'', the 3rd
International Festival of Digital Culture, from 23 May - 2 June in
Athens. "e-phos 2001'' was entirely devoted on the BODY KINESIS and
BODY ANAMORPHOSIS and included a wide range of activities such as
telematic dance perfomance, multimedia theatre perfomance, live
electronic music festival, video games festival, festival of
documentaries on art, sm fashion show, lectures, and new media
exhibitions.
TRANSDANCE was advertised on the website http://www.filmart.gr as a
'dance and technology' research lab on 'body, movement, technology'. The
dates of the research lab were 23-31 May, 2001, the precise location was
in two warehouses located behind IME (Foundation for the Hellenic World)
at 254 Pireos str., Athens, Greece.
The lab was structured as a research project for professional artists
with established practices. This means there was no separation between
'students' and 'teachers', and all learning took place in the context of
peer to peer exchange. The international selection of invitees came from
a diverse range of artistic backgrounds: electronic music, the visual
and theatre arts, dance and performance art, interactive/ digital media
and net art. They were: Sophia Lycouris (UK); Jenny Marketou (USA); John
McCormick (AU); Konstantinos Moschos (GR); Alexandros Psychoulis (GR);
Konstantinos Rigos (GR); Yacov Sharir (USA); Christian Ziegler (DE). My
role was described as research or process advisor for the project. The
production coordinator was Maria Softsi, mariasof@compulink.gr.
Summary:
The TRANSDANCE (always uppercase) research laboratory explored a variety
of interfaces between the physical and virtual worlds. While taking the
theme of 'dance and technology' as a starting point, TRANSDANCE
supported a wider range of conceptions of the physical body or bodies,
from the trained to the everyday, the social and the collective. It
focussed on the virtual space as a networked space that can function as
a performance space, a shared, creative, social and playful space.
Through exploring interference and mapping processes, the participants
worked towards realising the transformative possibilities inherent in
emerging technologies. The lab has given rise to three extended projects
(an animation and telematic project and a documentary). Hopefully the
following report presented as a set of open conceptual tools and
methodologies will help disseminate the results of the research to the
wider community where further artistic investigation needs to continue
to inform the technological developments in these areas.
The conditions for research:
Before TRANSDANCE, I had participated in four research projects of
varying scale involving digital media, electronic networks, live
performance and choreography (Migratory Bodies, Chichester College of
Higher Education [UK], Summer 1998; Digital Theatre Experimentarium,
Aarhus University [Denmark], Winter/ Spring 1999; Hot Wired Live Art,
Bergen Electronic Arts [Norway], Winter 2000; Cellbytes, Institute for
Studies in the Arts [Phoenix, AZ], Summer 2000). These projects each
brought together a range of creative expertise, e.g. choreographers,
dramaturges, composers, writers, digital media artists, programmers,
scripters, graphic designers, video/ filmmakers, telematic and
installation artists, etc. They have involved a variety of technologies
from basic audio video graphic editing, to interactive systems (sensors/
triggers), mobile technologies and high end motion capture systems. Each
project has involved the building of or use of an existing electronic
data network to a) facilitate the sharing of materials and b) to support
real-time performance interaction.
As one might expect, the research agendas and conditions for these
projects have varied widely, depending on the mix of organisers,
participants, cultural/ institutional contexts, funding and resources
available, physical location, preparation work, etc. The aims and
objectives of each project have not always been very explicit, partly
because of the difficulty in knowing precisely what these can be
beforehand. Usually some area of technology research that will be
coordinated with an exploration of live performance forms is articulated
(such as was done for TRANSDANCE). Often, some general cultural themes
having to do with the transformation of the physical world confronted
with emerging technologies are taken as a starting point for content
exploration. The collaborative nature of these events is sometimes made
explicit and an object for analysis during the working process while
other times not. In all of these projects, there was an effort made to
present something at the end of the event in order to give public access
to the work that was done. Other forms of public dissemination of
research outcomes have been through making project related videos,
cdroms, websites and articles in journals.
Each of the projects mentioned above was a rich and productive
environment for learning and exchange, but amongst these TRANSDANCE
provided an unprecedented mixture of technical expertise and facilities,
diversity of artistic approaches and the space and time to do some very
focussed and specific research work.
The conditions for TRANSDANCE :
The organisation of the TRANSDANCE research laboratory followed a series
of lectures on digital and interactive dance organised for the Festival
of Dance of Kalamata in July 2000 by Yiannis Skourogiannis and the ALAS
team. His e-mail of 4 September 2000 to me outlined the initial concept
for the TRANSDANCE May 2001 event as follows: "... the invited artists
will be provided the necessary means to work towards a completed event
or concept that will use either the physical space, or the virtual
space, or the combination of both."
The preparations over the next several months were mostly left to
Yiannis until we had a confirmed list of participants. Following this, I
took on a greater role as process advisor for TRANSDANCE which involved
making regular contact with the participants and organisers via an
electronic mail list (yahoogroups.com), identifying what resources would
be made available and what sort of research everyone would be interested
in pursuing (for a short list of the hardware/ software that was
available see below). From these discussions, two main research areas
were specified: 1) to set up for some web streaming and possible
influence from viewers/ on line audience; 2) real time 3-D environments.
There was also an interest in exploring some scenographic/ installation
possibilities in the physical space, but due to various circumstances,
e.g. the Vicon system took up much of the space, etc., it was decided to
place less emphasis on this area.
"Web streaming" refers to the use of technologies such as Real Player
http://www.real.com/ and Quicktime that are able to compress and deliver
audio/ video to the desktop via what is referred to as a 'live' stream.
A popular technology for broadcasting using the internet, the player
software for viewing the streams is available for free and often comes
bundled with browsers such as Microsoft's Internet Explorer. The lab
participants were interested in going beyond the broadcast model and
exploring the interactive possibilities of using live streaming with the
involvement of an audience. Despite the fact we had on hand the
StreamGenie, Pinnacle's portable system for live, multi-camera web
casting http://www.pinnaclesys.com, it proved difficult to explore this
area in depth as this would have required the organisation of additional
resources such as an online server and more technical expertise to
support artistic experimentation in the streaming medium. (For some
artistic work already done using the possibilities of streaming media
please see John McCormick's site http://www.companyinspace.com/home and
Jenny Marketou's Smellbytes site http://smellbytes.banff.org/)
We did have the technology and expertise to move forward in the second
research area: real time 3-D environments. For this, we had the unusual
good fortune to be able to work closely and for almost the entire
laboratory with high end Motion Capture technologies. Briefly, Motion
Capture refers to the computer hardware and software that makes possible
recorded digital 3-D representation of moving bodies. Recording sessions
involve the placement of markers or sensors on strategic positions on
the body that provide the basic information for the computer software.
The expense of these systems, which includes the cost of the equipment
as well as the expertise to run it, is quite high with developments
being driven primarily by the industries such as medical, military,
entertainment and advertising that have the necessary capital. These
costs make it difficult to pursue investigative artistic work. For some
insight into recent uses of Motion Capture technologies in the field of
dance go to http://www.arts.uci.edu/lnaugle/html/mcs/.
We were informed quite early on that there would be a "state of the art"
Vicon Real Time (http://www.vicon.com) Motion Capture system brought
over from the United Kingdom and installed for us to work with, to
include technical support. It is my understanding that this was arranged
as an exchange with the Athens based AMY Digital Video company
(http://www.amy.gr/amydv). AMY provided the technical facilities and
support for the lab and had access to the Vicon system for the purpose
of marketing and demonstration. The system installed for TRANSDANCE used
twelve high resolution infra red cameras to capture the position of 20
plus reflective markers placed on the performer. To this, John McCormick
was able to add another Motion Capture system, an electro-mechanical
suit often referred to as an "exoskeleton" made by Analogus / Meta
Motion (http://www.metamotion.com/) and called the "Gypsy". This system
is able to sense, capture and process the motion data in the suit
itself. Both of these systems would be able to drive an animated
character in real time through Kaydara's FilmBox Motion Capture software
(http://www.kaydara.com/).
With these systems, one is able to move in the motion capture suits
(either wearing Vicon's marker suit or the Gypsy exoskeleton - or both
at the same time) and simultaneously drive a three dimensional animation
in the digital space of the computer. From a commercial broadcast
industry perspective, this is often referred to as Performance Animation
meaning real time animations can be used in the context of live media
events - examples often used are to imagine the weather announcer on the
local television station giving up-to-date forecasts in some animated
form or combining live actors from remote locations as animated
characters sharing the same scene. From a dancer's perspective, the
possibility to watch one's movement in real time from any angle
including from directly below to directly above is enabled in these
systems and, despite the encumbrances of the respective body suits, as a
movement visualization system for a dancer this has as yet unexplored
possibilities.
Exploring real time interaction in 3-D environments evolved into a
primary research trajectory of the TRANSDANCE laboratory. We were able
to demonstrate in the final presentation a scenario that involved Jenny
Marketou performing everyday domestic actions (e.g. cleaning the space,
etc.) wearing the exoskeleton while sharing the same digital/ virtual
space with a pre-recorded animation of one of the other participants.
Jenny's wrist movements were mapped to the position of the other
animation in space (vertical and axis orientation) so that as she
performed her simple everyday tasks - the audience could see on the
screen the outcomes of her actions in this shared virtual space. This
demonstration built a representational bridge between a prosaic set of
activities and a highly technologised, non-everyday virtual space. Jenny
was also able to interact in the physical space with audience members
making more explicit this connection between physical and virtual
spaces. This was by no means a finished artistic work, but exemplified
how it is that a research laboratory can produce an effective working
demonstration of the artistic possibilities of a set of technologies.
Out of this research, plans are underway to organise a larger scale
telematic performance event linking three of four Greek Islands in the
Aegean using some of these technologies and to advance some of the
explorations made at TRANSDANCE.
Working at the level of the data:
interference/ mapping/ systems
In his useful survey of the field of electronic, communication, video
and computer art, Art of the Electronic Age, published in 1993 Frank
Popper writes:
"Although digital processing is more than a mere improvement in the
treatment of the image, and although computer editing may dramatically
change the traditional concepts of image-making, the main breakthrough
in this area takes place in the synthetic generation of the image. Being
a virtual image produced by mathematical formulae, the video image,
unlike the traditional pictorial image, can only be considered as a
proof of the model it simulates, not as a copy of a pre-existing object
or model in the real world. Moreover, a three-dimensional synthesis
enables the artist to intervene not only on the image, but inside the
image. Image has become architecture, a space to visit, to explore in
various ways. Editing, often highly sophisticated, has been replaced by
a scenographic concept." pp. 76-77
A long quote, but it sums up a fundamental difference between the images
we are accustomed to seeing on television and in the movies, which are
rendered as two dimensional fixed entities, and the possibilities for
developing digital artistic practices that expand on the new
possibilities inherent in the production and manipulation of digital
objects (images, sounds, texts, graphics, etc.). We can find the same
concepts covered by other writers on new media, for example, Lev
Manovich's recently published (MIT Press 2001) The Language of New Media
in which Manovich attempts to develop useful terminology for the
analysis and understanding of the processes and products of digital
media. He describes a set of five "principles of new media" and one of
these in particular, the principle of "Numeric Representation", outlines
the underlying structures of digital, programmable media in ways that
support Popper's proposal that the digital artist can intervene not only
on the image, but inside the image.
This ability to work with the numeric properties of a new media or
digital media image or sound means that in artistic terms, the basic
materials of the new media/ digital artist is not necessarily the image
or sound itself which is essentially a representation or manifestation
of the underlying numeric representations or mathematical formulae
(although this view does not take into account the needs of an audience/
viewers). Essentially these underlying numeric representations can be
broken down further and used to represent a variety of "surface" media.
Surface media refers here to the image or sound, text or graphics that
are the generally accepted new media means for communicating and
producing meaning for the viewers/ users. Generally speaking, today's
average computer user/ consumer does not grasp the underlying numerical
systems that lie at the heart of computation. However, for an
experimental (non traditional) artist working with new media, it is
normally not sufficient to simply manipulate the surface media as this
does not allow for an interrogation of the basic materials or principles
of the digital media - as defined both by Popper and Manovich.
For TRANSDANCE, interference became the operative metaphor for working
with technologies that were available to us - many of which were mainly
targeting the user/ professional/ specialist who prefers to work in a
more traditional sense to manipulate the surface representations of the
media. To explain a bit further, the StreamGenie system (mentioned in
detail above) and DPS Velocity (broadcast television video editing
system http://www.dps.com), were two hardware/ software combinations we
had access to that are designed as increasingly miniaturized and
transportable broadcast studios. The dozens of editing features are
designed to produce endless graphical variations and combinations of
image, sound and graphics. However, the systems are generally built to
support an industry that is not in a position to interrogate or practice
modes of interference in the images and sounds and graphics that it
needs to produce in seemingly never-ending new (re) combinations for the
consumer market place.
This is what is significant about organising an artistic research
laboratory such as TRANSDANCE. David Chalkidis, from the commercially
oriented AMY, summed it up for me in a short discussion we had about
their support for the project by saying that the technology is
developing so fast that those producing and selling for the market and
the consumer do not have the time to keep up with and explore how best
to use these new tools. For David, this is the role the artist can play,
and his brother Alex and he are committed to trying to put these new
media tools in the hands of artists to explore. I think I write the
words here for all of the artists who participated in the project that
AMY's support for the laboratory (and including the Vicon Motion Capture
support team David Lowe and Tim Doubleday) was exemplary, beyond
anything any of us had experienced before in similar types of research
situations.
We wanted to interfere with the digital images, sounds, etc. by getting
at the core of the digital media to the level of the data, and we
explored the possibilities in three or four different scenarios. One of
these was with the Motion Capture system in which normally three streams
of information per marker or sensor are received by the computer to
drive the animations. These three streams are roughly equivalent to the
X, the Y and Z information that translates to the Cartesian coordinate
system, the culturally accepted mapping of the physical space we still
rely on today - despite the fact that Descartes devised this coordinate
system almost 400 years ago.
Another of our research aims was to try and map one of these data
streams across the network to drive sounds being synthesized in Kostas
Moschos' computer. This would link the movement of someone wearing one
of the Motion Capture suits (Vicon or Exoskeleton) to the sound
synthesis patches Kostas had programmed in MAX. There would be too much
data if one were to take all the coordinate information from one marker,
so this would require being able to strip out the data stream of one of
the coordinates and send it over the network to Kostas' computer. In the
end, we were unable to accomplish this mapping in the time allotted due
to constraints in the Kaydara Filmbox software, at the time the only
means at our disposal for accessing the real time motion data streams in
the first place. While failing at the task, in the process discoveries
were made that may enable a faster resolution to the problem in the
future.
Working for several days to solve a technical problem may seem at odds
with an artistic process, in particular when the problem is not solved.
If indeed we had accomplished this mapping of the Motion Capture data to
the sound the question could have still been raised - so what do we do
with this capability now once we have it? This question needs framing
from different perspectives, firstly, solving the technical problem of
linking motion capture to sound using these particular systems is a step
forward in that it gets the software and hardware to do something it was
not designed to do. It interrogates or interferes with the software/
hardware system as an agent for the marketplace and opens up other
options for thinking creatively about technology research and
development. This is what might be described as solving a technical
problem within an aesthetic framework. The resulting solution can be
shared as a technical tool amongst a larger range of practitioners,
enabling them to experiment in other artistic contexts with the results.
Shared of disseminated as an open methodology (similar in concept to
'open source'), the technical solutions find a manifestation in material
form elsewhere.
As mentioned above, we were successful at another mapping process and
that was to link the movements of Jenny Marketou to another virtual
character in the 3-D space. In addition, data streams were extracted
from another process using NATO.0+55 modular, a software programme that
facilitates cross media synthesis, and sent to Kostas Moschos as will be
described in more detail below.
Interference and Mapping may describe two forms of artistic process, but
the diversity of artistic practice represented by the TRANSDANCE
participants inspired the formation (or appropriation) of a conceptual
tool I found quite useful as a pragmatic way of framing the
interrelationships between participants, technologies and processes.
This was to loosely employ the concept of self-generating systems across
the wide range of these interrelationships. Thinking in systems can be
rather easily applied to a technology, e.g. a network that may, for
example, be an open or a closed system. A closed network system might
refer to a setup with input and output and maybe one or two machines on
it - and with no access to a wider network. Such a 'closed system'
network can enable the prototyping of certain artistic concepts more
easily than an open network for example. Once set up such a system can
be seen as stable for the purposes of an intensive collaborative
research process.
I am interested in applying this concept of 'systems' more broadly to
further enable generative working conditions and cross practice
fertilizations in the circumstances of a research laboratory such as
TRANSDANCE. (While this conception was not employed explicitly during
TRANSDANCE, several participants contributed to its formation, in
particular Christopher Ziegler.) The blurring of boundaries around
various traditional forms of artistic practices appears superficially to
disable convention and enable experimentation and perhaps emergent art
forms. This has always seemed an overly simplistic view to me when
applied generally across all circumstances as it so often is under the
heading of the 'interdisciplinary'. There seems an even greater need
these days to be able to apply a self-referential system to arts
practices of all kinds in order to re-enable interpenetration of
practice and the potential for emergent, unexpected phenomenon. This
should be on a contingency basis, a flexible and workable set of
protocols that can be applied to the situation as necessary and enable
relocation and migration of certain aspects of practice between various
systems more easily.
For TRANSDANCE for example, we had choreographers, digital artists,
visual artists, net artists, performance artists and electronic
musicians. Each of these categories implies a self referential system in
the form of historical and philosophical continuities, of communities
and cultural production networks that provide a sense of coherence to
any one of these categories of arts practice. 'Categories' might be an
optional term to use // but it does not appeal as much as the notion of
'systems'. Taken more broadly, systems might be seen as social and
cultural and indeed the concept has been applied to both biological as
well as social systems by theorists working from the General Systems
Theory developed in the 1950s. However, this is beyond the scope of my
report to go into further detail. I share it here as a conceptual tool I
found useful in these circumstances, and I may return to its application
in the future.
Parallel Projects:
nato/ wearables/ choreograph-animation/ documentation
As this report indicates, the primary research aim of the workshop was
to explore the possibilities of real time Motion Capture systems in
exploring shared 3-D environments. The sharing of this data occurred
over a high speed Ethernet (a closed system), but the Motion Capture X Y
and Z vector data itself is a relatively small data stream (as compared
to the full 3-d animation) and could potentially be used to drive an
animation in real time on another server across the Internet. This may
be explored further in another research laboratory.
Other research objectives were pursued in parallel to the primary
research into real time 3-D environments, e.g. Christian Ziegler
migrated an existing performance software tool written in Director's
Lingo script called SCANNED (http://www.movingimages.de/scan.htm) to
NATO.0+55 modular (a digital cross-media synthesizer). Christian's piece
SCANNED uses a software performance tool that plays a video image in the
background and is able to stop the image playing one horizontal or
vertical line of pixels at a time. These horizontal or vertical lines
can be triggered as single lines or sequentially moving across the
screen from side to side or up and down. Whatever image is playing
behind the scan appears to be frozen in time. By migrating this concept
to NATO, Chris has enabled new interactive possibilities for SCANNED as
NATO comprises a set of Quicktime externals building on and interfacing
with MAX in the same manner as MSP so that MIDI and numerical data can
be used to control any NATO function. This will open up Chris's SCANNED
system to other systems. He has migrated an existing aesthetically
coherent work from one platform to another that will offer more
possibilities for transformation.
NATO.0+55 modular has many features usually referred to as 'patches'
because of the way it interfaces with MAX. The Difference plugin and
Quick Draw were two used during the final presentation of the research
laboratory - each set to analyze motion from a video source in different
ways and out put this data to sound and image.
Chris's research was of a very practical nature and involved many hours
"inside the machine" studying and problem solving. At the same time, a
conceptual project was evolving with the emergence of the notion of the
everyday user's body interfacing with the virtual space. This conceptual
project was founded on the presence of three technology systems offering
to provide an interface between physical and virtual space that would
use the whole body instead of just the fingers. Two of these systems
have been mentioned, the Vicon Real Time and the Gypsy Exoskeleton
motion capture systems. A third system was available - the Wearable
Computer choreographer/ dancer Yacov Sharir had brought with him from
the University of Austin, Texas.
The wearable computer is clearly something we are inching closer to day
by day as computing science and engineering research laboratories focus
on a future in which wearable computers are assimilated into our world.
The use of the wearable is already embraced by the field of mobile
workers from telephone repair to Federal Express, by the fashion
industry both as cultural statement and means of collective
communication, and into the fields of leisure and exercise where
monitoring of vital sign information such as heart and respiratory rate
can be performed by the wearable (see the Lifeshirt:
http://www.lifeshirt.com/).
The concept of the wearable computer has penetrated live performance in
the field of electronic music and to a lesser extent in the field of
theatre and dance. One example of this would be Marcel.li Antunez Roca's
AFASIA which was performed at the "e-phos 2001'' Festival
(http://www.filmart.gr). In this performance, Marcel.li wears an
exoskeleton that allows him to interact and control sound, multimedia
images, video and robots. In the dance field it is more common to find
artists working with interactive motion sensor or motion capture system.
This has partially to do with the emphasis on unrestricted motion in
dance. Generally, the 'wearable computer' introduces some motion
constraints on the body therefore apparently rendering it less than
ideal for the dancer/ performer. However, in Athens, partially due to
the presence of the wearable and the nature of the motion that can be
performed in it, we were able to engage in questioning the assumptions
regarding full body motion that usually come bundled with the concept of
choreography and dance.
Yacov's wearable has been designed with the intention of being able to
wirelessly control live performance material. However, the world of
wearable computing seems to suggest less the specialist functions of an
artist and much the sort of technological systems we may in some not too
distant future be integrating into our daily moment to moment existence
(as mentioned above). Yacov's wearable consists of a small computer
mounted in a heat insulated vest along the surface of his body with a
small keyboard strapped to his wrist and a tiny head mounted video
display window. The system is wirelessly transmitting data to a server
enabling Yacov to control and manipulate media in real time in a live
performance. Some of this data includes signals from EEG and EKG
electrodes that he can place on his body during performances. While the
conditions weren't right for us to experiment extensively with the data
we might have received from this technological system, the presence of
Yacov's wearable at TRANSDANCE helped to open up some of the conceptual
terrain we explored in the laboratory.
****************************************************
Two further parallel projects evolved during the laboratory. For one of
these a selection of approximately 20 minutes of high quality motion
capture data was recorded using the Vicon Real Time system of
choreographer/ dancer Konstantinos Rigos improvising several short
segments of varied movement material. This motion capture data was
turned over to Rigos and a professional MAYA animator, Spyros Frigas, to
collaborate together in the making of a short animated film to be
realised at some point in the future.
Final mention in this report goes to the documentary project begun by
interactive installation artist Alexandros Psychoulis during TRANSDANCE.
Alexandros observed and filmed the laboratory and interviewed all the
participants. He edited together two short clips from the first and
second half of the lab that proved invaluable when shown to the public
to help them understand the process of the research. These short clips
were constructed to be shown in the context of the laboratory and with
some explanation. Alexandros and Yiannis Skourogiannis are in the
process of raising funds to make a more thorough documentary to be shown
to the public. This subsequent documentary, when completed, will be an
important additional means of disseminating the objectives and outcomes
of the research process of TRANSDANCE.
Scott deLahunta
Writing Research Associates, NL
Sarphatipark 26-3, 1072 PB Amsterdam, NL
mobile: +44 (0)797 741 2060 [messages too]
fax: +44 (0)845 334 2931
email: mailto: sdela@ahk.nl
http://huizen.dds.nl/~sdela/main.html
Scott deLahunta BIO
Began in the arts as a dancer and choreographer. Since 1992, as a
partner of Writing Research Associates (WRA), he has organised several
international workshop/ symposia projects in the field of performance
including recently the third session of Conversations on Choreography at
the Institute for Choreography and Dance, Cork, Ireland. From
February-May 1999, Mr. deLahunta was a guest professor with the
Department of Dramaturgy, Aarhus University, Denmark where he was also
co-organiser of the Digital Theatre Experimentarium, a project
investigating the relationship between motion capture, animation and
live performance. He is frequently invited to facilitate workshops, give
presentations and contribute to publications on the overlap between
dance and new media technologies. In Autumn 2001, the WRA initiative
*Software for Dancers* will conduct the first in a series of research
labs/ thinktanks looking to develop new software tools for performance
artists.
"e-phos 2001''
artistic director: Yiannis Skourogiannis
57 Archimidous GR-11636 Athens
tel:00301-7520064-5
fax:00301-7520064
www.filmart.gr
alas@ath.forthnet.gr
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